![]() ![]() The block which gives a 1-Up in the final is not present, and none of the blocks that are there at this point contain a 1-Up either. The "high" path partway through the level has more ? Blocks.The Venus Fire Traps shoot and move rapidly, which was toned down for the final.The final game limits this ability to white blocks and requires that you hold Down for several seconds. It appears that Mario could instantly drop through some of the solid-color platforms at this point, as the player is shown doing so.The player is shown kicking a Koopa shell into there. Whereas the first gap in the final is a large one at the first place with multiple paths (flying upward or jumping forward), the first one at this point is one space wide and shortly after the first pipe.Rather than using a unique sprite for the in-between frames, like in the original Super Mario Bros., it instead uses his crouching sprite.īegins normally, albeit with the first two sets of ? Blocks too far to the right of where they are in the final, but starts looking rather different after the first pipe: the ? Blocks are placed differently, as are some enemies and platforms. The early retail boxes had a couple of screenshots using this status bar.Īnother change appears during Mario's growing/shrinking animation. The timer seen in every level also goes faster.Īt this point, the status bar does not display the world, instead saying MARIO in all-caps. ![]() Notably, the game's intro is very close (if not identical) to the final. The footage shows that at least the basic mechanics were already functional, but the levels are still in an early state. 1988 Early FootageĪs seen in this video, some gameplay of World 1-1 and what appears to be 1-5. (Source: Super Nintendo Entertainment System Classic Edition Developer Interview, Volume 5) GTV Jul.
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